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Beltorn

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Everything posted by Beltorn

  1. I gather this was intentional, so that Corsair wouldn't be a direct upgrade to Condors. With 2 cannons, Corsairs are very good and reliable against escort fighters and with plasmas they deal a pretty powerful punch against even Large ships.
  2. You need to do this when they are available, i.e. not working on something. When you open engineering in the bottom part of screen you can see table of projects. The top line (the black one) has number of engineers in parenthesis. In order to fire some engineers, this number in parenthesis has to be bigger than zero. Only then can you fire personnel from hire/fire screen. Same for scientists.
  3. This is my second playthrough. During my previous game, i got in November a small caesan base, attacked it and got "base report" xenopedia entry and unlocked "alien comms" and "base upgrade" researches. This time i got a very late - January - medium andron base, attacked it, but unlocked only "alien comms" research There is no "alien base analysis report" and no "base upgrade" research. I don't use explosives and hasn't damaged anything except occasional small cover. Any help? Obligatory save - this is before killing last two andron soldiers [ATTACH]3072[/ATTACH] I've noticed that small bases have alienbase core objects, while larger bases lack it. Could be the reason? AB_1_final.sav AB_1_final.sav
  4. Answer to question one: every start of month and on every hiring.When you hire somebody it instantly adds another soldier to the list. A possible tactic to get some good rookies is to save and the order up all available and check if the new ones are any good and reload if you don't like the result.
  5. An idea - if harridans wear full body extravehicular activity suits - make them immune to stun gas, otherwise advanced rebreathers in description are kind of useless. If you want a live harridan for research, get electroshock grenades.
  6. Bots are much more aggressive now: they run up close and shoot. Also I've actually witnessed androns and harridans teleporting in from second floor to first on a landing ship. Harridan went for suicide bombing. Sadly close range accuracy is still not good enough - a caesan soldier shot 2 times from an adjacent tile on a sitting soldier and still didn't hit the soldier both times. I could believe about 1 time miss, i.e the five percent which happens, but 2?
  7. When i complete a GC terror combat a terror site pop up appears. After i click any of 3 buttons it either offers some more terror site pop ups or finally gives a terror attack victory pop up. Obligatory save, just kill last caesan guard: [ATTACH]3035[/ATTACH] Terror_Site_Caesan 3.sav Terror_Site_Caesan 3.sav
  8. Just had a terror site with caesans and encountered a light drone - it shot at a soldier and and moved away. When i came closer it shows only its shadow on the ground, i.e. look for shadow of a light drone in front of a soldier, because it got invisible. Obligatory Save: [ATTACH]3034[/ATTACH] Go_3.sav Go_3.sav
  9. Good job! And it didn't break my saves) Oh and link the threads please.
  10. i see that a lot. It happens when your soldier was wounded in previous mission and hasn't fully healed yet, the only question is how the game calculates new HP maximum?
  11. I think this is a great idea and game would benefit from it immensely. Let's take out radar and hangars equipment from bases altogether - it never really fit there. i still shudder at the jokes of neutrino radars from XCOM 2012. Now we have two types of bases - main - production/research facilities safely hidden underground and really hard to find for aliens and airbases which are a collection of hangars, radars and some defenses - a no less juicy target for UFOs to attack as that heavily cripples xcom operations in region if destroyed - i.e. you would have to keep airpatrol in the area by diverting planes from neighboring regions. Such bases would be upgradable too and when attacked, would require defense by xenonaut's strike teams. This would nicely increase the required amount of soldiers, because frankly i don't need more than 8-14 operatives +tank and an occasional recruit when somebody gets killed. Also such change will finally rework base defense missions into a strong possibility instead of once-in-a-game occurrence. Besides this would fit with the "planetary defense" title.
  12. It started rather abruptly when game crashed after i tried to load a geoscape save. Crash log says: Problem Event Name: BEX Application Name: xenonauts.exe Application Version: 0.0.0.0 Application Timestamp: 5322febe Fault Module Name: xenonauts.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 5322febe Exception Offset: 002c0205 Exception Code: c0000417 Exception Data: 00000000 OS Version: 6.1.7601.2.1.0.256.4 Locale ID: 1058 Additional Information 1: cc4e Additional Information 2: cc4efab24bda561365ecaec681e9ff08 Additional Information 3: 1d78 Additional Information 4: 1d78a48313cfbb4089e26c7cff12575d I've looked up - its buffer overflow error. I tried deleting xenonauts.exe and redownloading it via game cache check. It worked once and after that CTD came back. Any ideas what should i do, beside reinstalling? I've done some more testing: its a save corruption, but it a strange one. Reinstalling didn't help obviously, but had to make sure. I can start a new game, i can load older saves and the game currently plays ok. Any ideas on why such corruption could happen? i did save quite often in those saves, but considering that some of those are autosaves, i am a bit worried.
  13. i fail to see how inexperienced or burdened troops can now shoot four times - its 28% - 28*4=112% and no soldier can have 112 percent of TUs. They too only make 3 shots. It counts from current TU maximum, so weight doesn't have an impact. and 24*0,28%=6.72, with rounding its 7. Are you saying that currently a soldier with 24 TU max can fire 4 shots at 6 TU each in your game? That's a mistake of rounding function then. Save please.
  14. Actually i was able to win fights autoresolver couldn't. Believe me - on normal and on hard cannons are really good against escort aircraft. As i've written elsewhere even Condors remain highly damaging (though this is because damage isn't really tied to the plane. All planes have identical weapons and therefore deal identical damage. Some planes could have like better cannons or more than 2 missiles). Their real trouble is low speed/very minor HP (or too high HP of better crafts) and small range/low fuel reserve. I think the devs should rework the fuel model a bit - i.e interception range is calculated using only say 90% of fuel capacity because other 10% percent are reserved for actual air combat. These numbers are of course just an example and actual numbers should be balance tested. If you use up combat fuel during combat you continue using the other part, if you use up so much you can't fly home, you lose the plane - basically as it is right now. On topic of other changes i think there should be a time limit with recharge on afterburner, AFAIK planes can't just turn on afterburner and fly, because the engine would overheat and go kaput. Also a better roll function, because i often get the plane rolling into enemy range of PD cannons of larger ships when evading missiles/torpedoes not out of it - very frustrating. Also, why do mega cannons of corvette and bigger ships have guidance like torpedoes do?
  15. On normal there aren't really any troublesome moments at all, even hard currently is easy to play. Hope this helps: I have been playing 21.6 intensely and i found that you can actually bring down a cruiser with heavy fighter escorts using 2 Condors on normal, but you need plasma missiles and plasma cannons for this. You deal with fighters with cannons and then target the cruiser with missiles. It is very likely that you will lose at least 1 Condor - they are a bit too slow and have low HP, but it is possible. If you use 3 Condors, with good management you won't lose even 1 plane and you won't need plasma cannons. With 2 Condors and Foxtrot you won't even have any headache about bringing it down. Point is Condors aren't really that weak, after all their damage increases with each upgrade to either missiles or cannons, but they become too fragile and too slow to be comfortable to use. I would suggest dropping Condors around January. By that time you can safely have a couple of Corsairs. Their twin cannons are really good against escorts and they have the same speed as Foxtrots, so they work in a team perfectly. I think that around March you should start upgrading Foxtrots to Marauders in full, i.e. at least a pair of workshops at one base constantly busy replacing each Foxtrot with a Marauder. I know that there is also a Fury - but that's a super Foxtrot with 2 uber-missiles, which can destroy anything, so they aren't really interesting. I currently play on hard after game updated to Stable Candidate: 3 bases: one in Middle East or Greece, One in USA- actually slightly above the Great Lakes and one in northern Australia or on Philipines near their capital. Basically i built second base at the start of october and it got fully online roughly in the middle of month and third base either in the end of October if i have more than 500k to start-up com-centre or right at the start of November. Base 2 and 3 layouts: 2 hangars at top immediately, radar, one storeroom + whatever else required like a second workshop at base 2 or additional laboratory at base 3, jut don't forget to build living quarters then. When hangars and storeroom are complete i build 2 more hangars and another radar array. I order 1 condor for base 2 and when the workshop is complete i start building Foxtrots for base 2 (workshops at home base are usually busy with laser weapons or Wolf armour for my assault squad). Overall at the end of October i have 2 Condors, 3 Foxtrots and starting Dropship at Base 1 and 1 Condor, 3 Foxtrots at Base 2. By the end of November i plan to have at base 1: 1 Condor, 3 Foxtrots and 1 Corsair. At base 2: 1 Condor, 3 Foxtrots and building Shrike. At base 3: 1 Condor (moved from Base 1) and 3 Foxtrots. If i have enough money, resources and workshop time i plan to completely have Condors replaced with Corsairs.
  16. I tried testing your way and still get only negative results. Try another save or a several saves where you save after each week to check if there has been an increase in funding.
  17. Medium class doesn't mean much by itself, it the specific part of a landing ship that you need. Try allowing it to land and then raid it with dropship. If you have already raided alien bases, i think you could have picked up an alien reactor there, but not absolutely sure. Also a second important research from Landing ships is alien alloy hardening. Do you have it? Also i think you have too small an airforce. I kept 3 foxtrots at each base and 2 Condors or either 1 corsair or 1 marauder (both are capable of defeating 2 heavy fighters singlehandedly). Didn't have much problems with money, but i attacked and then cleaned-up every UFO i brought down except 2 (had terror mission on one and too far away to fly with Chinook with the other.). So my recommendations: Load at the time Landing ships appear Try to wait while it lands and then raid it - and you will get your tech. If you don't want to reload that far try another way - At your bases keep 2-3 Mig-32s. I think 3 of them can bring down a Cruiser with Alenium torpedoes, because it takes 3 Migs with plasma torpedoes to bring down a Carrier. Try to reload a couple of times to get a singular (unescorted) ship. Each cruiser (large ship) has alien reactors.
  18. Good job and thanks! By the way i too stopped getting half-sliced maps, so that was definitely caused by a missing file.
  19. What UFOs do you get? You should already have Cruisers on normal by that time and plasma explosives come from alien reactors from landing ships. In march i got carriers and these have fusion cores. Also which difficulty and how many bases and interceptors?
  20. This is tundra map with light scout - a caesan guard shot at some civilians in the building - note the damaged window - now it is possible to walk through it - a soldier with a shield (both icon and in hand) Igor Klitchko stands near that tile to show it. I think that game forgot to remove the wall with a window tile after it was damaged sufficiently for it to disintegrate. Obligatory save: [ATTACH]3026[/ATTACH] Ghostwalk tundra bug.sav Ghostwalk tundra bug.sav
  21. I tried your save and had only negative results which corresponded with UFO activity and I ran for two month. I installed the game from 21.6 and upgraded to stable candidate. Have you tried clean reinstall?
  22. This is my second try, so yeah, i noticed that bravery is hard to improve and started hiring them by bravery too. Also wouldn't psionic attacks train bravery then?
  23. During mission accomplished screen, soldier which acquired more than one medal still shows only one medal. In this case - soldier is Nikita Kuznetsov, he gets three medals: 20 missions, 20 kills overall and 5 kills during single operation. The game shows only one medal in the after action report- 20 missions. Obligatory save: [ATTACH]3025[/ATTACH]. Also, can you explain how to train bravery? I think i had one or two cases where soldier received a bravery bonus, but i'm not sure. Crash_19_breach.sav Crash_19_breach.sav
  24. isn't that kind of the plan? blow the doors and teleport to alien base centre? I've had only one alien base assault against small caesan base, but i did the slow and purposeful clean-up.
  25. Minor bug encountered in cases of two research screens - alenium explosives/warheads, plasma and i suppose fusion equivalents (haven't got that far). In this case only one research screen is shown, the second is dark with no text and no art i.e. blank xenopedia. This seems to be because there is no direct call for respective second page and it just opens blank xenopedia. Obligatory save for testing [ATTACH]3022[/ATTACH] Also on this note: stun weapons research has no description (i.e. output is ####). Research check.sav Research check.sav
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